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Effects of Playing a History-Simulation Game: Romance of Three Kingdoms

机译:玩历史模拟游戏的效果:三个王国的浪漫

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Studies on game-based learning usually investigate at least one of three subjects: the ejfects of gaming on learning performance, the ejfects of gaming on cognitive skills and attitudes, and learners 'game-design experiences. Whether gaming relates positively to learning outcomes is still under investigation. This study examines the components contributing to the development of a literate game player and how players could cognitively grasp the design of a game scenario based on real history (namely, the game Romance of the Three Kingdoms). This study surveyed 497 participants in Taiwan on their knowledge of Chinese history (the Three Kingdoms period). The participants constituted two groups: participants who had years of gaming experience and participants who did not. The study examined test performance by using an independent sample t-test and one-way ANOVA and Pearson-correlation methods. The results revealed that the game players were more knowledgeable about the history of the Three Kingdoms period, had greater motivation to learn history, and were more motivated to learn history by playing the game than was the case with the non-game players.
机译:基于游戏的学习的研究通常调查以下三个主题中的至少一个:游戏对学习成绩的影响,游戏对认知技能和态度的影响以及学习者的游戏设计体验。游戏是否与学习成果呈正相关仍在调查中。这项研究研究了有助于提高文化素养的玩家发展的要素,以及玩家如何根据真实历史(即《三国传奇》游戏)认知地把握游戏场景的设计。这项研究调查了台湾的497位参与者对中国历史(三个王国时期)的了解。参与者分为两组:具有多年游戏经验的参与者和没有游戏经验的参与者。该研究通过使用独立样本t检验,单向方差分析和Pearson相关方法来检验测试性能。结果表明,与非游戏玩家相比,游戏玩家对三个王国时期的历史更加了解,对历史的了解更有动力,并且通过玩游戏更容易学习历史。

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